Base Class: Paladin
You've pledged your service to a great Sun Goddess of the East, with a duty to cleanse the wilds and countrysides of fey and fiends corrupting the land with foul magics and disease. Your heraldic symbol resembles a white wolf carrying a shield and bathed in flames.
Bark of the Covenant
Your ability to speak to other Light-associated being has given you proficiency in Celestial and Primordial languages.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Blessed Charcoal Ink. As an action, you can cause the ink from your sacrament writings to surge at a foe within 10 feet of you that you can see. The creature must succeed on a Wisdom saving throw or be coated and Stunned, having their movement reduced to zero. Under this condition, the creature repeats the saving throw at the end of each of its turns. On a success, it frees itself from the effect.
Lunatic Howl. You can use your Channel Divinity to cry out to a primeval center of a monster's cowardly heart. As an action, you present your holy symbol, and each fey or fiend within 30 feet of you that can hear you must make a Wisdom saving throw. On a failed save, the creature is turned for 1 minute or until it takes damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.
If the creature’s true form is concealed by an illusion, shapeshifting, or other effect, that form is revealed while it is turned.
Oath Spells
You gain oath spells at the levels listed.
- Paladin Level 3: Hunters mark / Protection from Good and Evil
- Paladin Level 5: Lesser Restoration / Moonbeam
- Paladin Level 9: Plant growth / Remove Curse
- Paladin Level 13: Banishment / Freedom of Movement
- Paladin Level 17: Commune with nature / Hallow
Swift Learning
When you are unarmored, your movement speed increases 10 feet, and you may add your Charisma modifier to your AC.
You also gain proficiency in painting tools and calligraphy.
Burning Bright, In The Forest of the Night
You can cast the Light Cantrip, and have 60 feet of Darkvision. If you already had it, its range increases 60 feet.
You may freely use Animal Messenger or Speak with Animals (pick one) once per long rest.
Your have been granted the keen senses of your wild god, and have advantage on Investigation and Perception checks relating to vision, hearing, or smelling.
Aura of Warding
Beginning at 7th level, ancient magic lies so heavily upon you that it forms an eldritch ward. You and friendly creatures within 10 feet of you have resistance to damage from spells.
At 18th level, the range of this aura increases to 30 feet.
Persistence Hunter
Your unarmored speed increases another ten feet. You have half proficiency in acrobatics and can add your charisma modifier when calculating your long/vertical jumping distance.
Divine Instruments
You can sanctify certain items to serve as holy weapons. Sanctifying a item takes one hour, and any previous versions of the same weapon become inert. You can sanctify up to two items at a time, per long rest. Sanctified items may count as focuses for spell-casting purposes and the user is considered proficient in them.
Corona Reflector
A shield; the carved holy symbol roughly translates "Divine Retribution". When used as a main weapon, this object does 1d8 Force damage. A number of times equal to their spellcasting modifer per long rest, the paladin can force a STR check on a target after delivering a melee attack, knocking the enemy prone if they fail. When used as a off-hand, the shield gives its usual AC.
Sun Flare
A non-heavy reach weapon of appropriate cultural flavor (rosary, chain, prayer beads, etc.) with the stats of a whip. When used in the main hand, this object deals an amount of extra radiant or fire damage [your choice] equal to your spell-casting modifier. A number of times equal to their spell-casting modifier per long rest, the paladin can double the reach of the weapon for one turn. When used in the off-hand, this object does no direct damage, but allows you to replace the damage of your Divine Smite with Lightning, Cold, or Fire damage.
Grandblade
A heavy, two-handed weapon to crush larger foes. You can replace its damage type with fire or radiant damage. When this item is used, the paladin cannot use other sanctified items nor benefit from their effects.
Astral Pouch
Starting at 15th level, when you are reduced to 0 hit points and are not killed outright, you can choose to drop to 1 hit point instead. Once you use this ability, you can’t use it again until you finish a long rest.
Additionally, you suffer none of the drawbacks of old age, and you can’t be aged magically.
Sunblock
You are immune to fire and radiant damage.
Risen Sun
At 20th level, you can assume the form of an ancient being of nature, taking on an appearance you choose. You are generally pale with red embellishments, glowing with warm light or vicious flame.
Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:
- At the start of each of your turns, you regain 10 hit points.
- Whenever you cast a paladin spell that has a casting time of 1 action, you can cast it using a bonus action instead.
- Enemy creatures within 10 feet of you have disadvantage on saving throws against your paladin spells and Channel Divinity options.
Once you use this feature, you can’t use it again until you finish a long rest.
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